![]() The primary inspiration for our project stems from the classic 1980’s arcade game, Battlezone. Also, eyestrain may result from continuous play, please take time to rest with every interval of play. Those who are photosensitive should exercise caution when attempting to operate our project. Thus, although our project does implement a basic 3d vector engine on the ATMega32, our project is much scaled back from our initial vision.įigure 1: Screenshot from original Battlezone.ĬAUTION: Although we have worked to minimize video flicker, patterns of flicker may still result at certain points. Unfortunately, we did not take into account the corresponding hardware which literally drew the vectors onto the screen (controlled an electron gun and generated the image based upon vector commands input to specialized hardware), as well as the SRAM constraints and processing constraints which would pop up repeatedly. ![]() The original game runs on a 1MHz, 8-bit Motorola 6502 MCU, and we figured we would be able to run a similar game on the 16MHz 8-bit Atmel ATMega32 MCU that we have been using all semester. Objects on the screen are rendered in wireframe 3D. Our project is a wireframe 3D video game based on the classic Atari arcade game, Battlezone (Copyright Atari Corp, 1980).įor those that have never heard of the game, Battlezone is a game in which the player maneuvers a tank through a flat environment, shooting and destroying enemy tanks while taking advantage of obstacles.
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